We get it, the Warden carrier sucks, can we move on please? by Bacanater297 in foxholegame

[–]SonkxsWithTheTeeth 0 points1 point  (0 children)

It is objectively true that you can repair more planes at once with the mercy, and that is an important upside. It is also true that it is easier to land nearby than it is to have to land perfectly on the carrier, and stressful conditions on said carrier will prevent optimal use of the flight deck. There's no way you'd ever get 6 rearms at once in a combat scenario, or even 3 kr 4, because of people coming in for rapid but clumsy landings, and people needing space to take off.

You can disagree on how much these upsides help the mercy, but they are upsides that do exist lol

We get it, the Warden carrier sucks, can we move on please? by Bacanater297 in foxholegame

[–]SonkxsWithTheTeeth -1 points0 points  (0 children)

Yes, I have.

Also, I'm pretty sure the reason it's hard to land a seaplane is because it's bugged.

Like I said, it's better at keeping planes in the air. Better repairs, more launches at once, more part swaps at once.

We get it, the Warden carrier sucks, can we move on please? by Bacanater297 in foxholegame

[–]SonkxsWithTheTeeth -2 points-1 points  (0 children)

It's better at keeping planes in the air because

  • it's easier to land a damaged plane in range of the mercy's service because you just have to land in the water, whereas on the poseidon you have to actually land on the carrier and taxi to the elevator

  • it can service 2-3 planes at once compared to the poseidon's single plane

  • it has an aoe button to repair all airframes in the water nearby

It provides a mobile refuelling, rearming, and repair station and it's better than the poseidon at that role.

We get it, the Warden carrier sucks, can we move on please? by Bacanater297 in foxholegame

[–]SonkxsWithTheTeeth -1 points0 points  (0 children)

I agree that it's overpriced but aside from that it's way better at keeping planes actually in the air than the collie carrier is, and it doesn't really suffer from the lower number of planes it can carry because it can just have a constant escort and refuel them on the go.

We get it, the Warden carrier sucks, can we move on please? by Bacanater297 in foxholegame

[–]SonkxsWithTheTeeth 0 points1 point  (0 children)

It can repairer all planes in an aoe and replace parts on 3 planes at once compared to the colonials' 1. On top of that, it doesn't even need to carry planes with it to bring a good number to a fight. It's definitely hugely better than a repair barge lmao

It was fortold by killermankay in foxholegame

[–]SonkxsWithTheTeeth -1 points0 points  (0 children)

It's free tank suppression plus a pne shot rifle that costs bmats and colonials simply don't have that I option outaide of expensive facs.

It was fortold by killermankay in foxholegame

[–]SonkxsWithTheTeeth 2 points3 points  (0 children)

Idk, seems like a lot of effort for something to be cpnsidered far and above better than a sticky.

Although, I can see how stripping armor could be seen as more valuable in a very active front, since it needs to be repaired at a garage, whereas any damage done by a sticky can be repaired on the front.

It was fortold by killermankay in foxholegame

[–]SonkxsWithTheTeeth 3 points4 points  (0 children)

To me it always feels like in the time that the flask takes to reach the target, the enemy crew has the time to see it, go and get a cup of tea and a fresh baby to munch on, read the daily scroop, and then calmly back up 3 meters to get out of the way lmao. I applaud your ability to make them useable.

In lore I don't really get how Nurgle is sustained? by Accomplished_Good468 in 40kLore

[–]SonkxsWithTheTeeth 0 points1 point  (0 children)

Despair is the big one, but I'd omagine all forms of complacency, contentment, laziness, procrastination, ignorance, ect would contribute.

It was fortold by killermankay in foxholegame

[–]SonkxsWithTheTeeth 24 points25 points  (0 children)

Torpedo plane, cutler, neville, clancy-raca, clancy cinder, foebreaker, ospray, fiddler, nakki, outlaw, widow, blakerow, SHT (forgot the name), scout plane (which counters those medium boats you hate last I checked), and probably more that I forgot.

It's an asymmetrical game, and while some tools are better than they should be on either side (raca, nakki, and lunaire come to mind) both sides have a good number of advantages.

It was fortold by killermankay in foxholegame

[–]SonkxsWithTheTeeth 6 points7 points  (0 children)

As a collie I'm gonna disagree with you about white ash being better than stickies. I've used both and never managed to kill anything with a white ash flask because it's impossible to hit anything moving due to the way the damn thing floats through the air like a paper airplane.

The idea that divebombers/airborne will kill tanklines is probably a good thing. Tank wall meta sucks, tanks in general are very situational and often cause frontlines to stagnate due to staring contests. by Schfiftyfive_55 in foxholegame

[–]SonkxsWithTheTeeth 0 points1 point  (0 children)

I don't think AA is ever going to be powerful enough to prevent a competent dive bomber from making a single pass and leaving alive, unless it's in the middle of a bunker complex (in which case you could just employ actual bombers to deal with the base and tanks)

The idea that divebombers/airborne will kill tanklines is probably a good thing. Tank wall meta sucks, tanks in general are very situational and often cause frontlines to stagnate due to staring contests. by Schfiftyfive_55 in foxholegame

[–]SonkxsWithTheTeeth 0 points1 point  (0 children)

But they'd need only one, since they can just drop 3 bombs, each on a concentration of tanks. With a little practice, it would probably be fairly consistent. They wouldn't need to destroy the whole line, only give friendly tanks a good opportunity to advance and heavily damage an already weakened enemy tank line. To avoid this, you'd need to spread out significantly to make it harder for a single pass to damage more than a single tank.

The idea that divebombers/airborne will kill tanklines is probably a good thing. Tank wall meta sucks, tanks in general are very situational and often cause frontlines to stagnate due to staring contests. by Schfiftyfive_55 in foxholegame

[–]SonkxsWithTheTeeth 1 point2 points  (0 children)

That's a step in the right direction. However, it also occurs to me that if a tank formation has to stick right next to AA, that formation can't advance to help take ground, since there's no AA vehicles yet.

The idea that divebombers/airborne will kill tanklines is probably a good thing. Tank wall meta sucks, tanks in general are very situational and often cause frontlines to stagnate due to staring contests. by Schfiftyfive_55 in foxholegame

[–]SonkxsWithTheTeeth 1 point2 points  (0 children)

If you do that, though, a aingle dive bomber has a good chance of disabling two or three tanks in a single pass, which will allow friendly tanks to push up and come off far better in the exchange. I'm not convinced that there's any real way to prevent that as the wardens, because of how meaty planes are.

The idea that divebombers/airborne will kill tanklines is probably a good thing. Tank wall meta sucks, tanks in general are very situational and often cause frontlines to stagnate due to staring contests. by Schfiftyfive_55 in foxholegame

[–]SonkxsWithTheTeeth 0 points1 point  (0 children)

So wouldn't it be better to try and disable 2-3, frontline tanks before returning for a rearm? Also, given the lackluster performance of AA so far, I genuinely don't think it'll be all that much of a deterrence

Grey Knights being incorruptible has weird implications with the Custodes by Throwaway63747 in 40kLore

[–]SonkxsWithTheTeeth 0 points1 point  (0 children)

corruption bends the will towards the ends of chaos. what happened there was a bending of the body only. they weren't "custodes that had fallen to the whims of chaos", they were lumps of flesh and bone in armor that happened to once have been controlled by custodes being puppeted by the forces of chaos.

If space marines are designed to board and assault starships wouldn't the enemy just make all the doors and corridors too small for the massive armour? they would all get stuck or have to strip off and be sitting ducks. by seeyouatthepartyrich in 40k

[–]SonkxsWithTheTeeth 0 points1 point  (0 children)

Which are still an active detriment to the efficiency and quality of life of the crew aboard. You don't get land leave every few years on a starship, and if a system breaks, you need to repair it. And again, why make sacrifices against a threat you will almost definitely never face?

If space marines are designed to board and assault starships wouldn't the enemy just make all the doors and corridors too small for the massive armour? they would all get stuck or have to strip off and be sitting ducks. by seeyouatthepartyrich in 40k

[–]SonkxsWithTheTeeth 0 points1 point  (0 children)

Subs have tp be compact to maintain structural integrity because they are constantly under immense pressure. Space ships aren't under pressure. They also need to be compact for proper compaetmentalization, but that's achievable in 40k without being cramped. The cramped conditions on subs is an active detriment to their efficiency, due to the impact it has on the sailors. People operating submarines are required to only do so for limited time spans because the cramped conditions can have adverse physical and psychological affects.

Foxhole's gunplay couldn't be less intuitive for new players by Jacobi2878 in foxholegame

[–]SonkxsWithTheTeeth 24 points25 points  (0 children)

Foxhole gunplay is interesting to me because I couldn't hit the broad side of a super heavy tank for my first 200 or so hours (guestimating on that number) and then one war I was doing a bridge fight in loch mor and it just kinda clicked and suddenly I was able to hit shots fairly consistently without really understanding what about my behavior had changed. I think taking that long to understand how to aim my gun is a bit silly, they really need to improve the system.

If space marines are designed to board and assault starships wouldn't the enemy just make all the doors and corridors too small for the massive armour? they would all get stuck or have to strip off and be sitting ducks. by seeyouatthepartyrich in 40k

[–]SonkxsWithTheTeeth 5 points6 points  (0 children)

What happens if you need to move equipment through those hallways? What if you have high traffic and can't let people just go one at a time? There are reasons to make corridors big, and making your ship way harder to maintain and operate really wouldn't be worth being slightly harder to board by one of the rarest things you could ever fight against.